ref: a524fd06466b057638d8bf40f8f9f380033320fe
dir: /sys/src/games/doom/r_draw.h/
// Emacs style mode select -*- C++ -*- //----------------------------------------------------------------------------- // // $Id:$ // // Copyright (C) 1993-1996 by id Software, Inc. // // This source is available for distribution and/or modification // only under the terms of the DOOM Source Code License as // published by id Software. All rights reserved. // // The source is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License // for more details. // // DESCRIPTION: // System specific interface stuff. // //----------------------------------------------------------------------------- #ifndef __R_DRAW__ #define __R_DRAW__ #ifdef __GNUG__ #pragma interface #endif extern lighttable_t* dc_colormap; extern int dc_x; extern int dc_yl; extern int dc_yh; extern fixed_t dc_iscale; extern fixed_t dc_texturemid; // first pixel in a column extern byte* dc_source; // The span blitting interface. // Hook in assembler or system specific BLT // here. void R_DrawColumn (void); void R_DrawColumnLow (void); // The Spectre/Invisibility effect. void R_DrawFuzzColumn (void); void R_DrawFuzzColumnLow (void); // Draw with color translation tables, // for player sprite rendering, // Green/Red/Blue/Indigo shirts. void R_DrawTranslatedColumn (void); void R_DrawTranslatedColumnLow (void); void R_VideoErase ( unsigned ofs, int count ); extern int ds_y; extern int ds_x1; extern int ds_x2; extern lighttable_t* ds_colormap; extern fixed_t ds_xfrac; extern fixed_t ds_yfrac; extern fixed_t ds_xstep; extern fixed_t ds_ystep; // start of a 64*64 tile image extern byte* ds_source; extern byte* translationtables; extern byte* dc_translation; // Span blitting for rows, floor/ceiling. // No Sepctre effect needed. void R_DrawSpan (void); // Low resolution mode, 160x200? void R_DrawSpanLow (void); void R_InitBuffer ( int width, int height ); // Initialize color translation tables, // for player rendering etc. void R_InitTranslationTables (void); // Rendering function. void R_FillBackScreen (void); // If the view size is not full screen, draws a border around it. void R_DrawViewBorder (void); #endif //----------------------------------------------------------------------------- // // $Log:$ // //-----------------------------------------------------------------------------